236 //nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining

237 set teamplay_lockonrestart 0 "it set to 1 in a team-based game, the teams are locked once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)"

239 set g_maxplayers 0 "maximum number of players allowed to play at the same time, set to 0 to allow all players to join the game"

240 set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectators\" command, this setting defines the number of seconds a observer/spectator has time to join the game before he gets kicked"

243 set g_warmup 0 "split the game into a warmup- and match-stage when set to 1"

244 set g_warmup_limit 0 "if set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage, otherwise warmup will be limited to this time in SECONDS (useful for public matches)"

245 set g_warmup_allow_timeout 0 "if set to 1 timeouts can also be called in the warmup-stage, when sv_timeout is set to 1"

246 set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons"

267 set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen"

268 set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed"

310 seta sv_spectate 1 "if set to 1, new clients are allowed to spectate or observe the game, if set to 0 joining clients spawn as players immediately (no spectating)"

311 seta sv_defaultcharacter 0 "master switch, if set to 1 the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin and sv_defaultplayercolors variables"

312 seta sv_defaultplayermodel "models/player/erebus.iqm" "default model selection, only works if sv_defaultcharacter is set to 1; you may append a :<skinnumber> suffix to model names; you can specify multiple, separated by space, and a random one will be chosen"

313 seta sv_defaultplayerskin 0 "each model has 1 or more skins (combination of model and skin = character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is set to 1; can be overriden by :<skinnumber> suffix in sv_defaultplayermodel"

395 set bot_join_empty 0 "When set, bots also play if no player has joined the server"

396 set bot_vs_human 0 "Bots and humans play in different teams when set. positive values to make an all-bot blue team, set to negative values to make an all-bot red team, the absolute value is the ratio bots vs humans (1 for equal count). Changes will be correctly applied only from the next game"

428 set g_casings 2 "specifies which casings (0: none, 1: only shotgun casings, 2: shotgun and machine gun casings) are sent to the client"

429 set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)"

430 set g_maplist_mostrecent "" "contains the name of the maps that were most recently played"

431 seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again"

432 seta g_maplist "" "the list of maps to be cycled among (is autogenerated if empty)"

433 seta g_maplist_index 0 "this is used internally for saving position in maplist cycle"

434 seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle"

435 seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list"

436 set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints"

437 set samelevel 0 "when 1, always play the same level over and over again"

499 set g_balance_teams_scorefactor 0.25 "at the end of the game, take score into account instead of team size by this amount (beware: values over 0.5 mean that a x:0 score imbalance will cause ALL new players to prefer the losing team at the end, despite numbers)"

657 set quit_when_empty 0 "set to 1, then the server exits when the next level would start but is empty"

658 set quit_and_redirect "" "set to an IP to redirect all players at the end of the match to another server. Set to \"self\" to let all players reconnect at the end of the match (use it to make seamless engine updates)"

659 set quit_and_redirect_timer 1.5 "set to number of seconds after quit before performing the connect operation of quit_and_redirect"

839 seta accuracy_color_levels "0 20 100" "accuracy values at which a specified color (accuracy_color<X>) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order"

951 // this feature is currently buggy in the engine (it appears to PREVENT any dropping in lots of maps, leading to weirdly aligned entities, and in some cases even CAUSES them to drop through solid, like in facing worlds nex)

1029 seta cl_autoscreenshot 1 "Take a screenshot upon the end of a match... 0 = Disable completely, 1 = Allow sv_autoscreenshot to take a screenshot when requested, 2 = Always take an autoscreenshot anyway."

1162 set sv_accuracy_data_send 1 "1 send weapon accuracy data statistics and improved score info to all the clients at the end of the match, depends on cl_accuracy_data_receive, 0 send the current 'player has won' to all the clients"

1185 set _campaign_testrun 0 "To verify the campaign file, set this to 1, then start the first campaign level from the menu. If you end up in the menu again, it's good, if you get a QC crash, it's bad."